tyre/wheel/suspension and collision are all to your taste but dont go too high as they will muddy out the road effects, you will need to adjust the SATS for different surfaces, and to your own taste and again, dont go too high.

thrustmaster profiler is set to default(constant/periodic/spring=100), 720degrees rotation and 90% overall FFB

and the difference? slightly lighter wheel(again, preference) but now when i cut a corner, i can feel the 'Bumps' infact at high speed, the wheel is nearly ripped out of my hand, so be careful!!

the road noise differs from country to country, new zealand is smooth, other than the bumps at the side of the road and the jump impacts not much has changed, but australia i can now feel the ruts and other subtleties that were missing, and i have more control over the car as i can fell more going on, which is reflecting in my stage times.

i will be tweeking slightly, but these are good baseline setting for someone with similar wheel

MM

the TLDR shizzle, the maths behind whats going on, so you can adjust and fine tune your own settings or atleast understand what to do

with default CM FFB game settings, the road noise and impacts(bumps/corner cuts) are at about 10% in the mix and are none adjustable, the SAT is at 100% in the FFB mix and IS adjustable

So, we need to raise the road noise/bumps to a higher level, changing the XML FFB to 4.0 from 1.0 gives us 4x more FFB across the FFB mix, so we have now raised the road noise/bumps to 40 from 10 (10x4=40) but the SAT is now at 400, we need to lower this as A: it will snap wrists, and B: it will be killing the road/bumps in the mix still.

lowering the SAT to 20 effectively now changes it to 20% of 400, which is 80, 20 lower than default from CM, changing to 25 would be back to 100 SAT(default) 25x4=100

wheel and tyre friction set to 30 from 100 gives us an actual in game value of 120(30x4)

i hope this helps a few folks in whats going on and understanding the graph